Reaching out: SL as a platform for “outside” events?

Following on the heels of this year’s Fantasy Faire, follow blogger and Lord of Dee Ciaran Laval comments that Outside Companies Should Create Their Own Second Life Faires. In it, he examines how external companies and authors – notably in the fantasy business – could use Second Life as a promotional tool and could, together with the Lab and SL itself, greatly benefit from doing so.

Fantasy Faire: demonstrating the viability of SL as an events platform?
Fantasy Faire: demonstrating the viability of SL as an events platform?

And he has a point. As Zander Greene pointed out in The Drax Files special on Fantasy Faire, when all is said and done, Second Life is one of the most cost-effective mediums for fundraising – and the same is true of global outreach. Yes, the cost of server space isn’t cheap, but when compared to the cost of venue hire, etc., and the scope of what can be laid-on, it is an intensely cost-effective medium.

In his article, Ciaran looks specifically at the case of fantasy and the opportunities of fantasy-focused MMOs and authors. However, I’d suggest that the potential reach here is far greater – and while some may shudder at the thought of SL returning to the bad old corporate-focused days of 2008-2010, this needn’t necessarily be the case.

Rather, there are mechanisms which, although dormant / disbanded / forgotten, could actually be revitalised and used to the benefit of both the Lab and the platform.

For example, for several years, the Lab ran the Solution Providers programme. This provided a means by which corporate entities could get in contact with people with expertise both within SL and a range of other disciplines they could harness to help develop an in-world presence. Such a scheme could be implemented by which those organisations could connect with in-world content creators and sim builders who can develop the necessary in-world environments on which their could host faires and promotional events.

The promotional poster for the event
The SL Science Fiction convention in 2012 saw real-world TV personalities Jonathan Frakes, Garrett Wang and Richard Hatch appearing in-world. SF conventions are a major crowd-pulling draw

A collaborative marketing venture by which LL would seek to promote SL as a venue for conventions / faires and such-like and which demonstrates its viability as such, specifically targeted at key market audiences while at the same time folding-in the in-world expertise of the community to make things happen, could be enormously beneficial to all.

Of course, things would have to be carefully managed, and additional capabilities put in place. LL would, for example, have to be willing to handle the marketing effort and work to overcome the more negative perceptions many have of SL as either being “unsuitable” for their market or “dead”. They’ve also have to work creatively to demonstrate the power of the platform as a promotional medium and suitable venue for such events and be willing to work cooperatively with sections of the community.

More practically, things like how the prospective visitors for a focused faire could be readily brought-in to Second Life and not only arrive at their intended destination, but also understand the basics of avatar  / viewer use would need to be carefully considered. However, these are not insurmountable issues. In terms of avatar use, it’s likely that in the case of MMOs and the like, users will already have a grasp of basic movement controls, and the rest could be simplified through the provision of a specialised viewer, possibly based around the old “basic” viewer (but with a few enhancements). And if that viewer includes a means by which the user can opt to download the “full” viewer (even as a separate install option) by which they can explore the rest of Second Life, then potentially so much the better.  And putting in place a sign-up process which successfully delivers incoming users to a desired venue also shouldn’t be too hard to achieve.

Obviously, everything would require careful management – not the least, as Ciaran again touches upon, the possible reaction of some sections of the SL community itself – and this might not be considered worth the time and effort by the Lab. There would also need to be some careful balancing of the scales – for example, I personally wouldn’t wish to see something like Fantasy Faire, with its very clear focus on RFL, being usurped by a more commercial endeavour.  However, I do believe that the idea has merit and that the Lab would be foolish to pass completely on at least investigating the potential here.

The possible benefits are clear: SL would gain broader recognition; there could be an opportunity for LL to establish another modest revenue stream which may actually attract more users into Second Life (with the additional benefits that would bring). Those companies utilising the ability to use the platform as a promotional environment get to stage a rich, immersive and global outreach opportunity which may equally gain them users and expand their networking opportunities without being tied to a more costly investment in SL which may not gain them the same level of return in attracting users, etc., and so on.

As such, the idea could well be worth exploring. Danko Whitfield comments on Ciaran’s post that there is a degree of this kind of promotional activity already occurring within OpenSim. So why shouldn’t the Lab look into the feasibility of grabbing something of the market, particularly as they could be well-placed to attract some of the big players?

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Marketplace: incorrect listings – LL offers “clean-up process”

In March 2012, merchants started noticing issues with some (or even many, in a number of cases) SL Marketplace listings. Key issues included:

  • Listings on Marketplace stores do not match the actual items
  • Incorrect merchant attribution (products from Merchant X listed as belonging to Merchant Y, despite appearing in Merchant X’s store)
  • Products from one merchant appearing in stores belonging to other merchants
  • Items incorrectly priced
  • Incorrect ratings assigned to products (G-rated items appearing as Adult, etc.).
An exmaple of the listing errors, supplied courtesy of Lillou Merlin
An example of the listing errors, supplied courtesy of Lillou Merlin

A JIRA –WEB-4587 – was raised on the matter, and extensive forum thread also reported the matter, and merchants were assured the matter was being looked into as a “top priority”, and in May 2012, an updated was issued by the Commerce Team noting that:

(WEB-4587) Listings show up with images from other Merchants listings:Current status: we have identified the problem and are working on testing the fix.

The fix apparently didn’t work, as the issue was subsequently reported as one the Commerce Team would address “after the next Marketplace update“. This only problem here being that subsequent updates failed to address the majority of JIRA relating to Marketplace issues, including WEB-4587 – and then stopped altogether – something with prompted me to comment on the continuing erosion of merchant trust.

On April 24th 2013, just over a year since it was first reported, the Commerce Team published an update on the listings issues and WEB-4587, which reads:

For those of you who have had an incorrect image appearing on your listings–or have seen your image on someone else’s listings, we have come up with a supported process to get these listings cleaned up.

Someone Else’s Image on My Listing
If you are seeing someone else’s image on your listing, you should be receiving an email with a link for you to go remove those images from your listings. These images will be returned to the listing we have identified as correct. Any listings not reviewed by May 15, 2013 will be unlisted until the Merchant has a chance to remove the image manually and reactivate the listing. We will provide a summarized list of these and notify all Merchants whose listings have been deactivated.

My Image on Someone Else’s Listing
If your image is appearing on another Merchant’s listing, the following will happen:

  1. The Merchant will be notified to review their listing and confirm that the image does not belong with their listing.
  2. The image will be returned to your listing. At this point, you will be able to review your updated listing here (link). This may occur after the review period for step 1 has already completed.

If the listing your image is appearing on is not reviewed in step 1, the listing will be unlisted to prevent your image from appearing on the incorrect listing.

We appreciate your help in getting this cleaned up.

So the good news is, there is actually movement on the matter. Admittedly, in reading the forum post, I cannot help but conjure a mental image of some poor sod (or three) at the Lab having been tasked with spending the last 12 months digging through the Marketplace and manually checking images against project descriptions / links – but movement is movement, and is, on the whole, to be welcomed.

There are some issues being reported with the process, however, as noted in the thread following the announcement. Some of these issues appear to be related to items which, in lieu of any communications from the Commerce Team, merchants opted to previously manually remove from their listings, and other appear to indicate that not all incorrect listing items have actually been captured by whatever process was used at the Lab. Others are reporting mixed outcomes simply as a result of following the given instructions.

It’s not clear how widespread issues are in following the instructions; certainly the problems being noted appear limited going on the amount of feedback on the thread. Not that this is any comfort to those affected, but it perhaps indicates that for most people who were blighted by the issue, things are now being put right.

Related Links

BobbekinWorld: building interactive children’s stories in SL

Last week, Dawny Daviau (Sylvia Thevissen in rl) nudged me about a project she’s involved in, and which is being developed by a team led by SL machinima maker Chantal Harvey and the creator of R2D2, Tony Dyson, working under their Netdreamer Publications brand. At the time I made a note of things – and then promptly forgot in the rush to sort-out bits and bobs for Fantasy Faire coverage.

Fortunately, Saffia Widdershins over at Prim Perfect didn’t, and she has a good write-up on the project, which Chantal and Tony call BobbekinWorld.

This is a series of children’s e-books which use advanced animation and combine video, music and still images of cute little characters called Bobbekins. The team use a range of media – including Second Life –  in which to create the stories, with “Toy City” being an actual sim inside SL.

The books are designed to be immersive, fun and have a teaching exercise or theme to the stories, the idea being to make full use of the digital medium to engage children in a visual, interactive style.

Currently, the first book in the series has been developed, and an Indiegogo kickstarter has been set-up to help with financing the project. Some $15,000 is required to bring the project to life. Those donating to the cause receive a range of benefits according to their level of contribution. The indiegogo page includes an excellent Q&A to the project, featuring Tony Dyson. In it, he not only explains why the team believe that e-books are an ideal medium for children, he also explains why the team has turned to Indiegogo rather than presenting the concept to a large publishing house:

Over the last 2 years, we have invested a considerable amount of money and time in this project. It has been very difficult to stay independent. We know that if we sell to the large publishers too early, we will most definitely lose control over matters we find very important and are close to our heart.

The cover of the first BobbekinsWorld e-book, designed by Dawny Daviau (image courtesy of Netdreamer Publications)

We now need to market and develop the full range of e-Books and printed material. At Indiegogo we have the perfect opportunity not only to pre-sell our publications, but to also offer exciting bonuses to families and teachers who share and appreciate our concept.

As a part of the team, Dawny is the Graphics Artist, responsible for designing the cover of the first book in the series. Another long-term SLer, Slim Warrior (or “Slimmie” to her friends – Leo Wolff in RL) is responsible for the music within the books.

In terms of Second Life, the project – as Saffia points out in the headline to her piece – highlights another unique way in which environments such as Second Life can be used to help develop real-world projects.

As well as incorporating the team’s own belief in the digital medium in which to engage young children, the project has received support and input from a panel of advisors, including Dr Tracy Harwood, a National Teacher Fellow and a Senior Researcher at the Institute of Creative Technologies, De Montfort University, UK, Dr. Phylis Johnson (PhD, Instructional Technology), a professor of media in the College of Mass Communication & Media Arts at Southern Illinois University and Elizabeth Spezia, education services and community engagement manager at WSIU, the public television and radio stations for southern Illinois, who leads the station’s Ready To Learn initiative, which reaches thousands of local children and families each year through media-based learning.

A scene from the first Bobbekins book, using a set created in Second Life (courtesy of Netdreamer Publishing)

Related links

With thanks to Saffia Widdershins, and sincere thanks and an apology (for the late write-up) to Dawny Daviau.

Become your avatar. Again.

secondlifeThey say there is no such thing as an original idea.

In the Lab’s case, there appears to be no such thing as an original marketing campaign.

Three years ago, they ran a campaign “Become Your Avatar“, asking people to “star” in ads which put them up with their avatar in an attempt to draw-in new users.

It was a campaign which was – both within and without SL – somewhat ridiculed. The message itself, to the uninitiated, appeared confusing and ultimately and the whole thing appeared to be something of a flop in most people’s eyes.

The original campaign
The original campaign

Nevertheless, that didn’t stop the Lab trying it again in late 2011 – and it received about as much “positive” feedback from observers at the time as the original.

Now in fairness, we don’t really have any way of gauging how well either campaign actually did; they could actually have done remarkably well, despite the jaundiced eye many of us (myself included) cast over them.

be your avatarWell, guess what? The Lab are looking to run it a third time, and are calling for people willing to “star” alongside their avatar in a new campaign to be launched in the near future.

The announcement reads in part:

We are now casting both humans and their avatars for a new promotional campaign that will be featured on SecondLife.com and across the web.

For this campaign, we’re looking for people who are comfortable revealing their “human side” alongside their avatars in Second Life, like in the image above. Specifically, we are looking for those whose avatars do not physically resemble their owners.

This promotion aims to spotlight the diverse and creative communities in Second Life, so please apply if you’d like to share your passion for Second Life with the world!

To be considered, please fill out this application form by 11:59 PM Pacific on Wednesday, May 1, 2013. All submissions will be reviewed by the creative production team for the campaign, but no personal information provided will be disclosed publicly unless you are selected and specifically consent to participate.

We look forward to hearing from you!

I’m not sure what to make of this – other than the fact I won’t be applying. As noted above, just how well the original and follow-up campaigns did is hard to say; we just don’t get enough data on sign-ups and retained users nowadays to make a realistic assessment. This means it is easy to err on the “not very” side of the success equation.

For my part, however, I just wish that someone at the Lab would put more thought into finding something that is fresh and original and which might find broad-range appeal rather than constantly re-running the same ideas. The talent pool within SL is as deep as it is broad, and there would seem to be plenty of opportunities for the Lab to work more collaboratively with users to promote the platform than this approach, as I’ve mentioned myself in the past and also more recently.

While “tried and trusted” may appear to be the safe / easy / assured option for the Lab, it does tend to come with a problem beyond its perceived success. A problem I would hope the Lab take time to note.

Many out in the world – gamers, pundits, et al, already regard Second Life as one of “dead”, “dying” or “past it and not worth the effort. In constantly re-treading the same ol’, same ol’ by way of marketing efforts, the Lab is actually doing very little to dispel such views.

Still, if you feel like having a go – don’t forget the application form and the closing date of 23:59 SLT on Wednesday, May 1st.

If you take the Trooble to visit Amazon…

amazon-6The Lab launched its latest Amazon offering to US residents on Friday April 12th: Trooble Pigs. The accompanying blog post gushes:

We’re happy to announce a new special offer for Second Life on Amazon – a pack of virtual pets!

The Troobles have arrived and are squeaking with excitement to be the stars of our third limited-time, special promotion on Amazon. From now to April 24, 2013, you can get the Pet Pack – The Troobles (a $9.95 value) for free.

The Pet Pack includes an adorable family of Trooble Pigs including Daddy, Mommy, baby sister, and baby brother. Each Trooble has their very own fashion accessories and special talents. Mommy Trooble offers customized greetings to your visitors, Daddy Trooble can go into guard mode and teleport trespassers, and the babies are always up for a cuddle.

This is the latest of “premium packs” and “special offers” being supplied to SL users  / Amazon customers located in the USA through Amazon’s online game service, presumably as a means of promoting Second Life to the latter – something which didn’t exactly start off overly well when the original offer backfired and resulted in much amusement. Well, for me it did.

I’ve actually nothing against the Lab trying to reach out to new audiences and build new, engaged users. Rather the reverse; I believe it is more important they do so than it is for them to cut tier. As I’ve previously pointed out, tier cuts (for the foreseeable future) are liable to do more harm than good, whereas building an engaged user base can only be for SL’s betterment.

However, what I do feel – and continue to feel – is that offers like this tend to miss the point, and that if the Lab really is after attracting new users from the masses who use Amazon (even if only those located in the USA), then there is fair more they could do in which to make SL appear attractive and worth the investment.

As it is, the virtual pet / fashion accessory pigs are here and will remain “free” until Tuesday, April 24, after which they’ll presumably continue to be offer at $9.95. So if you’re of a mind and in the USA, you can hop over there and pick them up – dare I say – with no trooble at all.

The Linden Dollar: token or currency? The US Treasury ponders …

secondlifeA recent set of interpretive guidelines (PDF) issued by the US Department of the Treasury’s Financial Crimes Enforcement network (FinCEN) is starting to see questions asked as to the possible future status of the Linden Dollar.

In short, since April 30th, 2010 the Linden Dollar has, under the Lab’s Terms of Service (ToS), been classified as a “token” rather than (as was previously the case, a “currency”). Section 5 of the ToS states:

5.1 Each Linden dollar is a virtual token representing contractual permission from Linden Lab to access features of the Service. Linden dollars are available for Purchase or distribution at Linden Lab’s discretion, and are not redeemable for monetary value from Linden Lab.

However, under the guidelines issued by FinCEN, the Linden Dollar actually meets criteria specified for being recognised as a virtual currency in that: it operates through an “official” exchange, the Lindex (as well as some third-party exchanges); Linden Lab falls under FinCEN’s view that they are both “an administrator and an exchanger of virtual currency”; and Linden Dollars effectively have a real world exchange rate (around L$260 to the USD).

US Treasury's FinCEN: examining virtual currencies
US Treasury’s FinCEN: examining virtual currencies

Alex Kadochnikov, who has been looking into virtual currencies and the FinCEN guidelines as they might affect them, has blogged on the possible ramifications for the Lab should FinCEN’s view move beyond guidelines. He notes that while the guidelines should not have any significant impact on casual SL users (i.e. you and me), the situation may not be the same for LL:

Linden Lab does not want to consider the Linden Dollar as a virtual currency. Second LIfe’s terms of service refer to Linden Dollar as a transferable license. Also according to Linden Lab, when a player “sells” the Linden Dollar, that player transfers a license, not currency. However, Linden Lab terms of service will play no role in FinCEN’s decision to classify Linden Dollar as virtual currency.

FinCEN goes by the approach “If it looks like a duck, and quacks like a duck, it is a duck.” And Linden Dollar sure does “quack” like one. Linden dollar is a virtual currency because it has value in real currency.

As such, should the guidelines result in a more regulatory stance being taken by the US Treasury towards virtual currencies, then it is unlikely the Linden Dollar (and Linden Lab) will be entirely unaffected. Again, Alex Kadochnikov comments:

It matters for Linden Lab because they are now both an administrator and an exchanger of virtual currency.  Both of these are a Money Services Business (“MSB”) under the treasury regulation. An MSB must register with the Treasury Department and make Anti-Money Laundering and periodic reports. These reports are not little one page chores a trained monkey can do. There is a reason corporate compliance departments are stacked with lawyers and accountants. As you can imagine both of these items cost a lot of money.

This has led some commentators to the opinion that it’ll set the Lab back a pretty penny, while others speculate it is the reason behind “rumours” of a possible sell-out to Amazon.

Money laundering - a significant threat to Second Life?
Money laundering – a significant regulatory threat to Second Life?

But there would appear to be questions as to how justified concerns over compliance (and the cost thereto faced by the Lab) actually are.

When it comes to money laundering in particular, Linden Lab already has a number of safeguards in place. Whether these are compliant with any requirements specified by the US Treasury is open to debate; I’m certainly not conversant with the details and therefore not in a position to comment reliably. However, it would seem unlikely that such safeguards would be without reference to any legal / regulatory compliance, even  if they only meet the bare minimum required.

As such, the potential impact on the Lab may not be as great as imagined. There are also arguments to suggest that despite the apparent size of the SL economy, the safeguards the Lab have already put in place make the platform unsuitable for “serious” money-laundering operations.

There is another aspect to these guidelines as well, which hasn’t been really touched upon – the flip side of the coin, if you will pardon the expression – and which is perhaps more positive.

Were the Linden Dollar to become a recognised digital currency, it could encourage further transparency in terms of how the Lab manages the SL economy, and make it and the Linden Dollar more trustworthy. In turn, both of these factors could in turn make SL a more viable proposition for potential investors and / or those wishing to utilise the platform as a business enabler.

However one looks at the FinCEN document, it is evident that virtual currencies are very much in the US Treasury’s sights, possibly more so now due to the meteoric rise of Bitcoin over the last few years. Doubtless, they are also going to be the subject of more detailed thinking on the part of the EU and others. As such, this isn’t a matter which is liable to go away. Whether this is a good or bad thing for Second Life is still very open to debate.

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With thanks to Mona Eberhardt and Trinity Dejavu